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KaM Remake -> Multiplayer Demo out!

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FallenLeader

Lance Carrier

Posts: 69

Joined: 17 Feb 2009, 23:00

Post 17 Apr 2009, 21:25

ok, sounds good.

its not that its boring but some people "me" are not very good and would like to pass missions that we end up stuck on for months.
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harold

Knight

Posts: 563

Joined: 19 Nov 2007, 23:00

Post 24 Apr 2009, 23:28

Hey Krom (and Lewin). I was wondering, how do you calculate the correct frames for the units when they walk? It seems that there are 8 frames in the animation, but there are 11 frames per tile that a normal-speed unit walks, and yet they end up on the same index every time they stop at their destination. How is this possible? How did you solve this?
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Krom

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Knights Province Developer

Posts: 3282

Joined: 09 May 2006, 22:00

KaM Skill Level: Fair

Location: Russia

Post 25 Apr 2009, 07:28

Well, we just add to AnimationStep each frame and when render MOD it by animation steps count.

RenderFrame:=AnimationStep MOD AnimationStepsCount;
Knights Province at: http://www.knightsprovince.com
KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de
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harold

Knight

Posts: 563

Joined: 19 Nov 2007, 23:00

Post 25 Apr 2009, 14:26

That works? Wouldn't that make it stop at different frames?
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Krom

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Knights Province Developer

Posts: 3282

Joined: 09 May 2006, 22:00

KaM Skill Level: Fair

Location: Russia

Post 25 Apr 2009, 15:54

It does, but that's hardly noticable anyway. When unit stops it just swaps AnimationStep with StayStillStep (which is frame on which unit looks standing still ok)
Knights Province at: http://www.knightsprovince.com
KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de
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JBSnorro

Barbarian

Posts: 106

Joined: 20 Nov 2007, 23:00

Post 25 Apr 2009, 22:07

May I ask how you defined that StayStillStep? If it is a constant, may I know its value? Because I can't find a value for which standing units in all directions are shown corrently.
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Krom

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Knights Province Developer

Posts: 3282

Joined: 09 May 2006, 22:00

KaM Skill Level: Fair

Location: Russia

Post 26 Apr 2009, 08:46

So far it's more or less guessing. Most of the units look ok at default Step=1, but e.g. with Serfs I had to make a patch and same goes for laborers. Especially tricky is laborers work phases, e.g. that house building progress should increase on the frame where laborers hammere meets the site.

We have no working solution yet. More like quick patches and fixes at places where wrongness is abviously seen. AFAIK KaM has no StayStill or alike data in DAT files. If you find one that would be apreciated :)
Knights Province at: http://www.knightsprovince.com
KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de
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Krom

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Knights Province Developer

Posts: 3282

Joined: 09 May 2006, 22:00

KaM Skill Level: Fair

Location: Russia

Post 17 Jun 2009, 21:57

Work on Remake continues. I've finally passed my exams and now I have a bit more time to prepare promised demo release..

Still struggling with unit-interaction thing, I don't think I can make it work good enough to include into demo yet :oops:

EDIT: Typos..
Knights Province at: http://www.knightsprovince.com
KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de
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Necrathex

Peasant

Posts: 2

Joined: 29 Mar 2009, 22:00

Location: Amsterdam

Post 18 Jun 2009, 10:44

I would be thrilled to see a demo of kam-remake, however crude :)
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Krom

User avatar

Knights Province Developer

Posts: 3282

Joined: 09 May 2006, 22:00

KaM Skill Level: Fair

Location: Russia

Post 23 Jun 2009, 08:53

It's not crude at all, just has some bugs we are hoping to get fixed :D
Knights Province at: http://www.knightsprovince.com
KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de
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Nick

Crossbowman

Posts: 240

Joined: 09 Jan 2007, 23:00

Post 23 Jun 2009, 16:25

remakes are the only hope now since the source will never be released :(
And since i found a way to run windows apps directly on osx, I'm back :)

u got any date information? like in 1 week, 2 months...
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Krom

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Knights Province Developer

Posts: 3282

Joined: 09 May 2006, 22:00

KaM Skill Level: Fair

Location: Russia

Post 23 Jun 2009, 17:29

I guess couple of weeks of work will be enough, that means upto a month in real-life circumstances.. Anyway, thats the scale of numbers
Knights Province at: http://www.knightsprovince.com
KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de
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Krom

User avatar

Knights Province Developer

Posts: 3282

Joined: 09 May 2006, 22:00

KaM Skill Level: Fair

Location: Russia

Post 28 Jun 2009, 07:38

How do you like this new statistics screen?

http://krom.reveur.de/Temp/kam_remake_statistics_page.png

We tried to keep old KaM idea - corresponding houses and units in one row and to include all houses and units, so they fit in default size area.

Some constructive critics are welcome :)

P.S. Houses replaced with question marks are those that can't be built yet.
Knights Province at: http://www.knightsprovince.com
KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de
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Litude

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King Karolus

Posts: 1233

Joined: 01 May 2006, 22:00

Website: http://www.knightsandmerchants.net

Location: Finland

Post 28 Jun 2009, 11:53

Well it looks a bit cramped but I don't see any other way to do it if you want to keep the associations.
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Nick

Crossbowman

Posts: 240

Joined: 09 Jan 2007, 23:00

Post 28 Jun 2009, 17:01

erm well i cant rly say a constructive critic as i dont know exactly why i dont like it...
Maybe because its a bit chaotic at first glance or that i'm not used to it :S
Maybe try to fill the free space on the bottom?

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